Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
So this deck is stupid, but really fun to play, and surprising to a runner that hasn't encountered it yet (and to some who have). It runs very laterally and baits the runner to blow all their money on trashing Expo Grids and their contents, meanwhile you're setting up a mega server protected by Old Hollywood Grid. This grid is awesome, and I've only got one 3-of agenda (Project Atlas) so that the runner can't score an agenda the first time they see a copy of it while it's in the Hollywood server.
The hilarious dream is to throw a Government takeover into a server with an Old Hollywood Grid in it, have it advanced three times and rez the grid when they've spent all their creds after they've run down your horrible 3-ice deep defenses, and now can't steal it. They have to spend 4 to trash the grid, and if you're lucky, you just Intern it back next turn. Then, if you've been ditching Space Camps into your archives (or letting the runner do it since you've been throwing them onto Expo Grids for easy cash) you play An Offer You Can't refuse, and get some free advances (or hey, an AP if they don't). Then continue to hard advance the Takeover and score it. It's super risky, but it's hilarious when it works, and if you can trick the runner into thinking you've over-advanced a trap card, it can be surprisingly easy.
Alternatively, (and more practically) the win comes from having a couple Space Camps in the archives, Kaguya in hand and two contract killers (hopefully with at least one advance each) on the table or a scorched in the hand (or a scorched and one contract killer). Play An Offer to run them through your Shadow on archives when you know they can't break it but will make the run anyway, then use the Space Camp advances on your Killers, and pop them off or play the Scorched.
This deck has been one of the funnest corps I've played in a while because the runner can't figure out what the hell you're trying to accomplish until it's too late. The hardest part about this deck is just remember to play it sloooow. The runner will inevitably start doing foolish things once he can't figure out why nothing seems to be happening.
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